Best Clan Castle Troops for dealing with Poison Spell

Due to the new update, when Poison Spell doesn’t affect idle clan troops anymore, I am here to show you the new best Clan Castle Troop combinations, which can easily survive the Poison Spell and ruins your opponent’s attacks.

Best Clan Castle Troops for dealing with Poison Spells

Which troops can survive a Poison Spell?

The table below shows you how much damage a Poison Spell at each level can deal to the enemy troops:

Poison Spell Level Total Damage
1 270
2 360
3 450
4 540
Troops that can't survive a level 1 Poison Spell

Barbarian Archer goblin wizard Wall Breaker minion All levels

balloon 1-3 | witch 1-2 | hog 1

Troops that can survive a level 1 but not a level 2 Poison Spell

hog 2-3 | giant 1-2 | balloon 4

Troops that can survive a level 2 but not a level 3 Poison Spell

hog 4 | giant 3 | balloon 5

Troops that can survive a level 3 but not a level 4 Poison Spell

hog 5 | giant 4 | healer 1

Troops that can survive a level 4 Poison Spell

giant 5-7 | balloon 6 | healer 2-4 | dragon pekka val golem lava

Best Clan Troops to survive in the Poison Spell Era

Tips: You can predict what attack strategies the enemy Clan will use in Clan War by scouting their profiles (of course players normally use their best troops) so we can decide which troops we should donate to our Clan Castles. For example, If your Clan War is  10 Vs. 10 and the enemy Clan has 10 Town Hall 9 villages with good GoWiPe troops and level 5 Hog Riders, we should use troops to target ground attack strategies.

As the Dark Spell Factory can only be unlocked from Town Hall 8, I will just talk about TH8 and above in this guide.

Clan troops for Town Hall 8 with 25 housing spaces

As we all know, Mass Dragon, Dragloon and other variations are still dominating at early Town Hall 8 and most TH8 players use them in Clan Wars. The best troops to use in our Clan Castle should be 1 Dragon + anything.

From mid Town Hall 8, because of high level Air Defenses and decent Anti-Dragon war bases, Dragon variations are not able to achieve 3-star wins anymore. This is the time for variants of Golem based attacks and Mass Valkyries. Here are some good Clan troop combos for mid-late Town Hall 8!

witch val balloon

Although the attack can kill your Witch and her Skeletons easily by using the Poison Spell but If he lures these Clan troops to the corner, he will have a hard time because of the difference in moving speed of these troops. It will be pretty hard for inexperienced attackers to group this combination and use the Poison Spell. He will need to spend a lot of time as well as troops to deal with these troops.

dragon wizard Archer

You should only use this defensive Clan troop composition at early Town Hall 8 as most players use Dragons for Clan Wars.

balloon giant val hog minion

In this Clan troop composition, only Minion will be killed by the Poison Spell. Because of the movement speed, Valkyrie and Hog will go to the corner at first and the attackers will need to spend a decent number of troops to deal with them. Giant is faster than Balloon, he can soaks a decent amount of damage so Balloon will have enough time to drop 1-2 bombs. This composition works pretty well against ground attacks but it obviously does nothing against air attacks. You mustn’t use it for dealing with early TH8 bases.

For example: If the attacker uses 38 Hog Riders, 4 Wizards and 21 Archers to attack your base, he needs to spend all those Archers, Wizards and up to 1 minute to deal with this composition. After couples of Wars, I can see that some players even lost their Kings because of this squad and most players don’t have enough time to attack the whole base in time.
If the attacker uses GoWiPe and don’t lure these troops out, a Golem will always lose more than 90% HP.

healer 2xwizard 3xBarbarian/Archer

I am sure that most players don’t care about Healer’s HP and think she can be taken down by a Poison Spell. In fact, as I have mentioned above, a Poison spell can’t kill her and she even heals much faster can a level 4 Poison Spell’s hit. Other troops can definitely survive.
Once the Wizards and Barbarians/Archers die, the Healer will move and start healing your Barbarian King, it will be a bit harder to kill your King.

Note: Air units can’t lure the Healer out. You shouldn’t use this composition at early Town Hall 8.

Clan troops for Town Hall 9 with 30 housing spaces

Most attacking strategies at Town Hall 9 evolving around Hog Riders, Valkyries and Lava Hounds.

1 dragon 2xhog

This composition is pretty useful in order to prevent the attackers from killing our Archer Queen and does serious damage.

1 dragon 2xballoon

Dragon will act as a tanker while Balloons dropping bombs. This squad is not good at all against air attacks but it works perfectly against Golem based ground attacks. The enemy Golem will lose a decent amount of HP.

Clan troops for Town Hall 10 and above

Please take a look at here for more details!


  • Never use just only tier 1 troops in your Clan Castle. The attackers can kill take easily with just a level 1 Poison Spell.
  • Never use pekka as a defensive troop because she just can hit 1 target at a time and her attack speed is really bad.
  • Never use lava as a defensive troop. It means nothing. The attackers can lure it out, kills it and drop the Poison Spell on Lava Pups as well as it can’t do much damage to enemy troops.
  • Have centralized Clan Castle, you can take a look at the Base Designs box and refer outstanding base layouts there. The attackers will face it hard and waste time to lure the Clan troops out and waste a lot of time.

Above are just some Clan troop squads for dealing with the new Poison Spell in Clash of Clans. I am going to update more in the future. If you have a great composition, don’t hesitate to comment!


  1. I think you should take another look at max gobbies. Their movement speed/hp/dps combo makes them pretty lethal against a ground attack. You only get the element of surprise once but they will defend your base because they can move out of the area of the poison and it is as hard to pull a cc full of 30 gobbies as it was to pull a cc full of 30 archers. We are almost lvl 7 and are using (all max) drag/valk/loon/gobbie in 35 war castles, drag/valk/gobbie in 30 or hound/loon – which works very well – drag/loon or valk/loon in 25 (depending on whether they are coming by ground or air) and then in the 20’s we are using drag for our late th7’s that the other clans th8’s have to come down the 3 star and then whatever for the early th7’s that won’t normally get subjected to poison. Hope this helps. Jax 🙂

      • Will if you read this I just wanted to say that your guides have been really helpful. You also do a great job with the comments. People just keep saying ‘you need to update this’ and you handle it really well. I’d just scream at them read the darn comments you egg.

    • Gobs re really bad at defending for townhall 9, first of all, they don’t do anything in air attacks and second of all, people use gowiva 24/7 all the time, so the gobs will get wrecked by the wizards with their splash damage or the valks who can take them out without a sweat.

  2. I been using in my 30/30. 3 max valks and minions in my war cc. I had very good luck with it since max valk can take a beating and dish out to. Like the gob idea might try that over minions.

  3. Healer, 2 Wiz, 3 Arch is my favorite for my mid th8 now. I am confidently anti-drag with ad666 and have dgb for hogs… But my teslas and overall design seem too weak for defending gowipes. I was using 1 Drag 1 Loon (and frankly that is the *only* th8 cc combo I’ve seen in war lately) but the troops are too slow and easy to lure for almost all attackers. Even a gowipe can start without lure and time the wiz behind golem right to zap the drag and loon safely… I find Healer, 2 Wiz, 3 Arch respond faster, have higher DPS output than 1 Drag 1 Loon, and the healer is downright confusing for enemies who aren’t used to seeing her play defense! Many I’ve chatted still think she heals buildings or only floats after the other troops die… So little of her defense info is up-to-date on the web right now. Imagine how distracted they must be to see her retreat and start healing the King who is still full health.

    • I love seeing hounds for def when I attack. If I use lavaloon, they ignore the hound and destroy the base, ground attacks don’t take another damage and wizards wipe the hound in seconds.the pups may take out a wizard or 2 but don’t do anything significant other than a temporary distraction.

        • I couldnt disagree more. Lavas dont deal damage but they are the perfect distraction troop for th9 – 11. That is enough time for defenses to punish troops targeting the lava hound. Lavas are used in war constantly by very good war clans, so that fact speaks for itself. The bases we use them in are too strong to be hit by lavaloonion, which negates the fact they do not defend against air attacks.

          • Hi Michael,
            With the new game meta, yes, the Lava Hound is pretty useful in Clan Wars, not like before.

          • Lava hounds cant even do 2% damage to golem and after all they dont target air Such a waste of 30 space.

          • Simply not true. Hounds will follow the golems till they die and ignore other troops tryingbti catch up. I’ve seen it too many times

  4. i believe this post is outdated…

    idk about th9 below, but in my experience.

    there are 2 important things about th9-10-11

    1. Most of them, is using queen walk as starter, luring and killing cc is thing in the past, u will lost much of TIME using old method.
    2. nowadays, most of them are using unlurable cc base, if you still use lurable cc base, its mean u are old-fashioned type.

    Anyway, we can conclude that todays is very important to use CC troops that works better inside your base, and i could divide it into 3 type

    Tanking type : this one may underestimate a lot, but while the attacker main troops progress dive inside this base, this one could hold damage dealers(DD) enough type for the defenses to kill their tanker, or even kill the DD

    example : Lava Hound (it could stall archer queen n wiz to progress, while busy killing lava, their front troops uncovered from firing defenses)
    Golem (its for countering valks in high lvl th, surrounded by inferno + golem blast would kill even maxed lvl valks.

    Distracting type : this works like a tanking type, the only different is they could kill enemy troops too, because, sometimes atkers choose to use quadquake and not to bring poison, even if it is only 1st tier troops but it may works awesome

    example : Mass minions (if enemy doesnt bring poison, it sure will distract ranged DD like wiz or archer queen, and imagine what will happen, if queen circling outside, and wizard gone from giant bomb. trust me those ground troops in the core will be gone by it)

    mass arch/bar/gob fused with damage dealer like baby dragon, or 2 loons. (Just imagine that, what will the troops do against 20 archer, poison couldnt instant kill them, because when some archers reach war zone, some archers still queued coming out. archer queen or even wiz may kill archer in 1 shot, so imagine them wasted like 20 atks on cc when they could take 2 x-bow instead. and practically, if u had baby or 2 loon. basically they protected by those 1st tier troops to do some damage)

    Damage Dealer Type : i don’t think i need to explain about this.

    Just remember, use base that atkers must use 20-30 housing space for luring & killing cc.

    because no matter what your composition are, it will be useless if its can easily be killed outside your base.

  5. You’re wrong about lava hounds. They are devastating and blend in with the scenery. Gob-witch- works very well in the 20 cc’s too. I killed 4 pekkas with this combo. Level 2 witch tossed skeletons so fast and the gobs run out very quickly

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